using Unity.Entities;
using UnityEngine;
public class ZombieAuthoring : MonoBehaviour
{
    public class Baker : Baker<ZombieAuthoring>
    {
        public override void Bake(ZombieAuthoring authoring)
        {
            Entity entity = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(entity, new Zombie
            {

            });
        }
    }
}
public struct Zombie : IComponentData
{
    
}
